﻿using KuiHuaBaoDian.Services.Battle.Entity;

namespace KuiHuaBaoDian.Services.Battle.StateMachine {

    /// <summary>
    /// 战斗实体状态机
    /// </summary>
    public interface IBattleEntityStateMachine {

        /// <summary>
        /// 状态
        /// </summary>
        BattleEntityState State { get; set; }

        /// <summary>
        /// 是否已经初始化
        /// </summary>
        bool IsInitialized { get; }

        /// <summary>
        /// 播放
        /// </summary>
        /// <param name="speed">播放速度</param>
        void Play(float speed);
    }
}
